Coming from '98UM,
-No more f+A
-hcfx2+K DM is back to an autoguard DM as oppose to a counter DM.
-It's always more damaging to perform the third part to the hcfx2+K DM (as oppose to +C for the third part)
-Strangely outside of MaxMode, +C does not combo into anything except, his hcbx2+P (S)DM.
-Hence, good ole' s.D, +C, hcbx2+P (S)DM works well.
2k2 UM - Goro Daimon
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Re: 2k2 UM - Goro Daimon
It's not strange, that means that now is super cancelable, instead of interruptable. Similar to Iori's foward + A. This means, less damage and less bugs from anti airs, and his bread ~ butter no bar huge damage combo is gone.Kane317 wrote: -Strangely outside of MaxMode, +C does not combo into anything except, his hcbx2+P (S)DM.
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Re: 2k2 UM - Goro Daimon
Only it's not SCed into the grab DM. I just double checked: s.C, +C, hcbx2+P DM only takes one stock.Toxic Avanger wrote:It's not strange, that means that now is super cancelable, instead of interruptable. Similar to Iori's foward + A. This means, less damage and less bugs from anti airs, and his bread ~ butter no bar huge damage combo is gone.Kane317 wrote: -Strangely outside of MaxMode, +C does not combo into anything except, his hcbx2+P (S)DM.
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Re: 2k2 UM - Goro Daimon
Command moves super canceled only take 1 stock.Kane317 wrote:Only it's not SCed into the grab DM. I just double checked: s.C, +C, hcbx2+P DM only takes one stock.Toxic Avanger wrote:It's not strange, that means that now is super cancelable, instead of interruptable. Similar to Iori's foward + A. This means, less damage and less bugs from anti airs, and his bread ~ butter no bar huge damage combo is gone.Kane317 wrote: -Strangely outside of MaxMode, +C does not combo into anything except, his hcbx2+P (S)DM.
Also try it out with:
Ramon's + B
Iori's f + A
K''s f + A
Maxima f + A
Try to do them by themselves and cancel them on special moves. Then do them by themselves, and cancel them in DMs. It's a super cancel. I even think that in some games the move list tells you so.
This is pretty old.
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Re: 2k2 UM - Goro Daimon
Ah I see, that does make sense. =)Toxic Avanger wrote: Command moves super canceled only take 1 stock.
Also try it out with:
Ramon's + B
Iori's f + A
K''s f + A
Maxima f + A
Try to do them by themselves and cancel them on special moves. Then do them by themselves, and cancel them in DMs. It's a super cancel. I even think that in some games the move list tells you so.
This is pretty old.
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Re: 2k2 UM - Goro Daimon
Max:dp+A has some strange properties. If you +A and Max Cancel it into +K (whiff of course), you can do another +A. 2 hits are guaranteed if they try to recovery roll. If they don't you can combo his +A 5 times .
-Fun to mess with your friends, Max: +A, +K, hcbx2+BD HSDM =)
-Fun to mess with your friends, Max: +A, +K, hcbx2+BD HSDM =)
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Re: 2k2 UM - Goro Daimon
Over from CX:
Kinda reminds me of the strategy for dodge Shermie in '98UM or 2k2UM Shermie with her ABC dodge: When your opponent is waking up and you're half a character away, dodge and watch what they do--> +K, +P, +K, +P etc... only except Goro moves him forward which is even more disadvantageous for the opponent.
From CX:
Tried some more Maxmode +A madness and found:
(2 stock) Max: (dp+A, +B)x2, +A, qcf+B, HSDM for 4 hits --70% Not bad for a full screen low hit (I also made sure the computer couldn't recovery roll).
For some reason his s.C, BC, s.C into SDM (hcbx2+AC) is pretty easy, I was surprised.
I never knew his far B cancels, it's ridiculous how you can do far B into ~f+P.
EDIT: Tried the roll cancel techniques and it's real good. From a 1.5 char's distance I do +D and I watch what they do: If they don't move I cancel into +K (maybe I should try ~f+P instead), if they jump +A anti-air. You really have plenty of options.JHUN :
His B/D roll now adds a whole new depth to his game, especially against fireballers.
You can basically cancel his roll into any special or command move at any point during the roll after its initial startup.
Since it has startup invulnerability, you can use it to 'roll' between attack strings then cancel it into a grab, or dfC if the opponent tries to jump.
Can also be used as a semi safe option to close the distance against characters like Billy or any long range poker, you can get hit as you come out from the 'roll' but you can also try and read their moves and cancel the roll and nail them with a C.
I was using him a lot today and I managed to qcbB into grab between Iori's dwnB,dwnA, farC attack string (qcbB'd after the dwnA then dpB his standC). Also managed to qcbB --> grab in between Takuma's dwnB,dwnA ---> hcbD blockstring. QcbD gives you a longer window to cancel into stuff, but you also travel further (and hence its slower), I prefer using the B version.
Pretty broken move imo, its pretty much invulnerable against any non-grab move. A couple of the guys started getting freaked out by my normal rolls, they kept jumping backwards when I did a normal AB at them ....
Kinda reminds me of the strategy for dodge Shermie in '98UM or 2k2UM Shermie with her ABC dodge: When your opponent is waking up and you're half a character away, dodge and watch what they do--> +K, +P, +K, +P etc... only except Goro moves him forward which is even more disadvantageous for the opponent.
From CX:
Great find, I tried it and it works nicely, although I prefer: d.D, +B, HSDM for hit confirmation. Just the about the only qmax combo into the HSDM I can find is: s.C, BC, d.D, +B, HSDM.Dark_Chaotix :
cD, +B into HSDM is guaranteed. Even on roll recovery
Tried some more Maxmode +A madness and found:
(2 stock) Max: (dp+A, +B)x2, +A, qcf+B, HSDM for 4 hits --70% Not bad for a full screen low hit (I also made sure the computer couldn't recovery roll).
For some reason his s.C, BC, s.C into SDM (hcbx2+AC) is pretty easy, I was surprised.
I never knew his far B cancels, it's ridiculous how you can do far B into ~f+P.